#ue5-engine-source
1 messages ยท Page 16 of 1
Was it already finished with indexing unreal symbols?
oh ok it's only showing me c# symbols, not c++
ok it doesn't index plugins by default
now it's indexing...again. Deffo a bit flaky. Gives me an excuse to go play horizon for a bit while it works ๐
Is the dynamicmesh plugin not in UE5P1 yet? Was gonna mess around with FDynamicMesh3 today but can't find it...
Found the reason why exposed float values are set as double:
UEdGraphSchema_K2::FindSetVariableByNameFunction doesn't support it properly
I love you.
Do we know which sdk ue5p wants for Android Oculus?. Same q for visual studios.
This is actually proper handling
blueprins now only support freal
which in UE55 is double
Does Texture array in ue5 support height blending with the masking vaules?
Well it's not as it makes it impossible to set float values.
else if(PinType.PinCategory == UEdGraphSchema_K2::PC_Real)
{
if(PinType.PinSubCategory == UEdGraphSchema_K2::PC_Float)
{
SetFunctionName = FSetVariableByNameFunctionNames::SetFloatName;
}
else
{
SetFunctionName = FSetVariableByNameFunctionNames::SetDoubleName;
}
}
This is proper handling as it will ensure to access the correct type
aside from that, double is not supported to be exposed on spawn ๐ well it is, but the code is not updated properly
Ok, what ever you say, seems you really looked into the issue I have and the fact that I fixed the issue is irrelevant.
I just looked trough changes and exposing float directly was never inteded ;
exposing double is not intended according to the code
you can't expose a double on spawn, the header tool denies it.
with the current state of P1 you can only expose float, which then will try to set a double property. that doesn't work.
My fix now handles floats and doubles, and also allows doubles to be exposed on spawn.
But well, working as intended, if it is intended to not work.
blueprints are being changed back to floats being exposed to them https://github.com/EpicGames/UnrealEngine/commit/7ca17720d03cef77cb9e9b0c6ebf88cf11780c9b
xD what I don't get, why not just add both ๐ฎ I mean we also have int and int64
(but the change u mention is Blackboard, and not Blueprint)
you are right, was just linking to one with the changelist notes indicating the change. the change is active in the current 5.0 branch, real is not what you see anymore in blueprints
So even though it does both double/float on the same input pin, they keep the Float name for compatibility.
Makes sense, though why was this not the approach since the get go.
got to try stuff and figure out what does and doesnt work before you decide on what to do ๐
What's the best way to convert a project from a UE5 source build to UE5 Preview, conversion in place assumes the UE5 source build is "newer" - and UE5 Preview won't load blueprints / maps as a result
yeah, got the same issue here - i built from source a few days back.
i tried editing the project info in notepad but didn't wokr
Hold on they're rolling back to single precision floating point numbers post-preview 1 ?
This
My double precision was nervous for a moment
What's the deal with TArray ? Do they leak ?
Nope, some cpp20 compile issue
Hey, so I'm currently working off of a 4.27.2 fork (virtually zero changes, I just like having the option), and I'm wanting to give UE5 preview 1 a spin with my project. Besides all the usual stuff (backing up my project, checking out the correct commit, rebuilding the engine, etc.), do I need to "convert" my project to the new version after rebuilding? Like, normally I would right-click the .uproject and convert to a different version, but in this case I can't really point it to a different folder than the one it's already pointing at.
The source build has been building for about 12 hours and is only at process 800/5700. Does anyone know why the build process might be taking so long?
Nice! Good to know, thanks!
Anything I can delete off the preview 1 build to save some space? It took a whooping 60 GB or so
@supple coral VS 2022 is a lot faster than 2019 if you're not already using it
anyone here Figure out how to get UE5P to recognize the sdk? using studio VR and r21 through 23 are installed. for oculus.
I did a reset hard ue5 preview 1 followed by a git clean fdx and the engine builds, but my game project is erroring out on some ue4 math classes. Anyone else come across this? I was using the 5.0 branch from about a month ago with no issue.
The only engine change I ever make after a git reset hard is adding the public keyword in the object macros.h file like a lot of people do. Otherwise it is an unmodified engine build.
The only engine change I ever make after a git reset hard is adding the public keyword in the object macros.h file like a lot of people do.
Wait, what's this now? Sorry to go off-topic, I've just never heard of this and I'm curious
In ObjectMacros.h, after GENERATED_BODY_STRUCT() GENERATED_BODY_LEGACY() or whatever it is, you add public:
But I'm getting these errors a lot:
1>C:\src2\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Math\Vector2D.h(653): note: could be 'UE::Math::TVector2<double> &UE::Math::TVector2<double>::operator =(UE::Math::TVector2<double> &&)'
1>C:\src2\UnrealEngine-1\Engine\Source\Runtime\Core\Public\Math\Vector2D.h(653): note: or 'UE::Math::TVector2<double> &UE::Math::TVector2<double>::operator =(const UE::Math::TVector2<double> &)'
That's definitely not something "a lot of people do" and also something you shouldn't do at all... making random variables public across the entire engine is horrible and defeats the entire purpose of having access specifiers in the first place. If the engine doesn't expose something when it should, then modify that one thing instead of this weirdness.
It was suggested when I was working with the ability component system
First of all, anything that resolves to GENERATED_BODY_LEGACY already results in members being public until the next access specifier
Second of all, it doesn't even make everything public. It only makes members directly after the GENERATED_BODY macro until the first real access specifier of the class/struct.
right
And third of all - this is a horrible hack on top of the engine. Again, just modify things to be public if you need them to be.
it had something to do with the way the ability system component was coded. Kaos was the one who recommended it. He said he does it on his projects.
kaos pls ;_;
I'm not seeing any operator= declarations for UE::Math::TVector2, am I a dumb?
Maybe they changed something within the last month or two with it
I haven't tracked the file down on github yet to verify
The code that is breaking 100% has not changed in the game project
well, that and the project was compiling just fine right before I pulled / reset to the ue5 preview 1 branch and recompiled the engine
If you open the actual source file, are you seeing the method declarations the compiler is erroring over? I'm not seeing them on the actual GitHub branch either: https://github.com/EpicGames/UnrealEngine/blob/5.0/Engine/Source/Runtime/Core/Public/Math/Vector2D.h
Unless they're macro-generated somewhere, I haven't looked super close at it
Ok, so instead of rebuild, this time I just chose to build and the error list is much smaller. Now it just is complaining about this method (which again, has not changed since I wrote it forever ago):
void URaevinGameplayStatics::BreakGeometry(const FGeometry& InGeometry, FVector2D& OutPosition, FVector2D& OutAbsolutePosition, FVector2D& OutSize, float& OutScale)
{
OutPosition = InGeometry.Position;
OutAbsolutePosition = InGeometry.AbsolutePosition;
OutSize = InGeometry.Size;
OutScale = InGeometry.Scale;
}
same error message
I don't even remember writing that method, or why I wrote it. Resharper can't find any usage of it. So unless a BP is using it somewhere, it's not even used
So I guess I'll just comment it out and see if I get any BP errors
@eager hedgeI agree with your point. Making everything public is not good.
My C++ was even less strong than it is now (it's not super strong now), so I just blindly did it. Being more comfortable with UE and C++, I would've just made certain methods public most likely within the ability system.
In kaos's defense he probably was just busy and was like "here's a quick fix"
Did that end up fixing your problems? My C++ is not super great but I don't know how the compiler could think any of those assignments are ambiguous
Can you move out of a const reference in C++?
Commenting it out did indeed fix it
Anyone know if UAnimGraphNode_SkeletalControlBase was moved or renamed since 4.27? (EDIT: Just needed to replace #include "AnimGraph/Classes/AnimGraphNode_SkeletalControlBase.h" with #include "AnimGraphNode_SkeletalControlBase.h")
Similar issue that were having
But we didn't experience it in source and it seems this is a branch from last Thursday. So this is a relatively new change because on Monday we pulled source and didn't have this issue.
'the bad thing'
https://github.com/dyanikoglu/UnrealEngine/commit/14fb2af27a8abc7fbfa2d3016cbfe64a671ee2f5
End of the pain for Ampere GPU users.
yeah that fix is close to 2 weeks? old, and afaik in both branches
huh you are right, it seems like its not on the 5.0 branch wtf
It's not in 5.0 ๐
and I can confirm the random gpu device hung crashes are gone, at least until now I didn't get any ๐
cool then perhaps it was fixed in driver? or some other change in the 5.0 branch
@limpid light I've cherry-picked that commit into our repo based on 5.0
Hey guys. The link for Android SDK setup on the 5P git source readme leads to documentation about UE4. Anyone succesfully launch to an Oculus from 5 preview yet? The setup command from the launcher build of 5P asks for an SDK config that the engine didn't recognize on my end. Thanks in advance.
not sure this belongs here, but: I built unreal from source and compiled the project in Dedicated Server. When I try to package the project as a dedicated server, even though I'm selecting Development configuration, the server gets made as a Shipping build. Is there an additional place where I'm supposed to set the build configuration?
^ solved the issue by building directly from cmd. In editor, when I selected Development build for Dedicated Server, the build was still generated with -serverconfig=Shipping so it might be a bug?
is the UE5 github mirror broken again?
oof, I see Mass is the same architectural mess as most epic code ๐ฆ Why can't they separate framework and implementation?
why isn't mass state tree stuff it's own module? Instead they've smashed a load of implementation code in there
the mass state tree processor has dependencies on all the state tree tasks...it's mental
It was made for the Matrix demo then hastily generalized a few months ago.
Everyone's optimistic, but I would not bet on Mass at this stage. Rather use Flecs instead.
My hope is that they somehow convince the Fortnite team to use it.
๐
(BTW it was also the team's first ever experience in both using and implementing ECS)
The Mass framework on the face of it is pretty decent....but it's got some shoddy bits that need cleaning up. There's still time.
it's not quite the architectural dumpster fire that AnimationInsights is ๐
Hi can someone guide in the direction of how to fix this build issue. Thanks
edit: sorry if this is the wrong place to ask this
Hello, I'm getting a lot of these errors when packaging a dedicated server build:
Source\Runtime\Core\Public\HAL\MallocBinned2.h(111): error C4668: 'DEFAULT_SERVER_FAKE_FORKS' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
Does anyone know what causes this preprocessor macro to not be defined?
Hey, have you gotten Mass to have moving Entity?
nearly, been figuring out the smart object and zone graph stuff first.
Nice, I've been looking at it as well, but haven't been able to make Entity move around,
What is smart object and zone graph tho?
zone graph is the high level graph system, there statetree processors that'll let an entity move around using it
smart objects are an AI thing....in a nutshell, it's an object that describes itself and what you can do with it
they connect to the zone graph
Cool, I can't wait for tutorials on these stuff
I'll try and knock up a video tomorrow if I get the movement working
that's a zonegraph with a couple of smart objects
Interesting
the state tree and signalling stuff is all just a bit of a nightmare to figure out at the moment as the debugging information is non-existent, and lots of stuff isn't visible in editor, a lot of painstaking stepping through and seeing what's going on.
Wowzers. Myeah...AnimationInsights is...interesting.
It's really early on to be fair
A part of me wants to just message the Mass team to try out one of the modern c++ ecs libs
anyone getting issue with preview for delay when using a source root?
play in editor 2-3 min delay - close bp 2-3 min delay so forth
Sorry if this was asked and answered: Anyone know how to get world partion settings to show up? I don't have this in my build (UE5P from launcher)
@frigid nebula you can enable it per level under tools there is a convernt level to wp button
I currently have the source build downlaoded. Upon making a new c++ project I am prompted to rebuild the project so that I can run it. The rebuild had 3000+ packages for whatever reason and even after doing it I cannot open the project. If I don't build it I still cannot open the project. Both times I receive the error message: "The following modules are missing or built with a different engine version: MyProject Would you like to rebuild them now? Regardless of whether I say yes or no to this prompt the project will not open. Does anyone have even the slightest inclination as to what might be my issue?
What thirdparty they using? is it thier own?
@supple coral if you're using the source build, have you ever compiled it before? Having 3k+ jobs to do on a source build from scratch is not uncommon. If you've built before, you might be using a different build configuration?
Just let it finish?
If you've updated your source build (from git or whatever) you're likely to have to rebuild 99% of it again.
Finally lol
Holy fuck
I won't have to worry about the editor turning on steamvr for new projects? This sounds worthy of a version bump to 6.0
where can I find a list of NECESARY SDK/NDK (versions) for Mac, Linux & Android? thank you ๐โโ๏ธ
I wish they just integrated flecs instead. :/
Yeah, if I really needed to ecs it up integration is possible
But I can't make scene components suck less easily
I've given up on that. In fact, I hope it doesn't happen, because I'm sure it would qualify as a doomsday omen at this point.
It's in house implementation, to get better engine integration
otherwise I guess it would end up like unity
nothing really done for past 5 years
Did Unity yank some unknown ecs library or something? Dots is completely inhouse isn't it?
Those are whole different series of issues than Mass vs Flecs, my question was mostly rhetorical.
only reinvent it
If only!
Mass is pretty decent as far as these frameworks go. At least there's a common way of managing game data and logic outside the UObject system now.
it's opaque and the tools are horrible right now...compared to some stuff in the engine, it's pretty good, code-wise.
Does someone finally knows wtf is the difference between 5.0 and ue5-main ? Like, their goals in life.
Ah... bliss
Hmm... now the choice ๐ค
I tried both tbh and like ue5, but as expected, it is broken most of the time.
Tbh, I don't care much. It is blockout and landscape work.
Of course, it will be better if it can be migrated. Therefore 5.0 is a bit more suitable. You can rely also on some backward compatiblity.
Thanx btw, I'm new.
anyone seen Unable to parse D:/UnrealEngine/UE_5.0/Engine/Intermediate/LiveCoding.json (missing LinkerPath field) before? google doesn't seem to know much about it, nor forum. Project was working fine in EA2
anyone know if the nanite imposter lwc bug is fixed on ue5-main?
there seems to be a fix on the unreal forum for it (came across it yesterday i think)
oh dope thank for responding
Was it r.Nanite.ImposterMaxPixels -1?
can't seem to find it on forums, but oh well
I'm guessing they'll fix it eventually, and there's a workaround too, but it's kinda annoying
hey all. is valley of the ancients still avail somwhere?
yes. Where did you try looking for it?
ue5-main currently has some issues, at least on my m1 mac. Logging here in case it helps someone.
/Engine/Private/Lumen/LumenCardPixelShader.usf:130:36: error: use of undeclared identifier 'BaseColor'
float3 DiffuseColor = BaseColor - BaseColor * Metallic;
https://github.com/EpicGames/UnrealEngine/commit/9f3b7ed5bed93945ab89f339131cc3d37f397787
Had to just revert this commit to get the engine to build.
And seems to crash if you use lumen with volumetric fog.
failed assertion `Compute Function(Main_00007317_5fae56e4): incorrect type of texture (MTLTextureType2D) bound at texture binding at index 11 (expect MTLTextureType3D) for LightScatteringHistory[0].'
Received signal 6
Seems to work if you change this line:
https://github.com/EpicGames/UnrealEngine/blame/3092d0d207e32bb5cd20479238e7ad3e8c350431/Engine/Source/Runtime/Renderer/Private/VolumetricFog.cpp#L1149
From:
FRDGTexture* LightScatteringHistoryRDGTexture = BlackDummyTexture;
to
FRDGTexture* LightScatteringHistoryRDGTexture = VolumetricBlackDummyTexture;
(BlackDummyTexture is 2D, VolumetricBlackDummyTexture is 3D, LightScatteringHistoryRDGTexture expects a 3D texture.)
has anyone built 5.0 branch successfully (from 3 day ago to today latest)? thanks
I built an hour ago, had to delete a plugin due to missing files but the rest was fine
vs 2019
it was a datasmith plugin, no issues with anything else. 2022 here
datasmith folder delete?
sounds like the error is somewhere else, what errors in VS do you show?
cli building, where goes vs error then?
oh i dont know, I always build in VS. it would be somewhere in your log
when i try to resume building....
Sounds like missing forward declarations.
yep thats the error I had, I just moved the DatasmithCADImporter folder out of there and ignored it
easier than trying to fix it lol
thanks, deleted that folder and trying again. sad that you cannot ignore datasmith at all. EPIC please respect option set:CompileDatasmithPlugins=false
I always just pull out the folders then drop them back in whenever I update source, hope it gets fixed
still fatal ๐ฆ
shrug what folder did you move?
you are definitely having no luck
Thanks for confirming at least that there are fish in code
i try after 2-4 days again
maybe it is fixed or useless hope that set:CompileDatasmithPlugins=false is respected
@chrome ingot thank a lot, at least now i to not have to wrap my head where is cause. Enough of worries of incoming war to worry about and head hurts like hell, i mean really hurts not rhetorically
Actually @deep jungle could you pin something in that line ?
The question is asked literally every second day
Nobody reads pinned messages.
There's already a pinned message from Epic about the different branches on GitHub.
wonder what it is for
this happens when i launch the editor by clicking on Unreal-Editor.exe, any ideas how to fix it?
nvm looks like they are outdated and for some reason the unreal build tool didn't update them when i built the engine.
Look at the plugin-name.uplugin files for each of your plugins, the problem is with the engine version. I ended up removing that line then rebuilding and dealing with any errors that might occur in visual studio.
Hello everyone. Trying to compile UE5 source on the 5.0 branch. Got these build errors after compiling for around 16hrs. Our project won't need Android or Oculus-related project build support. Is there a way to disable those build targets in Visual Studio & maybe get rid of these source build errors? I also had previously tried having a teammate send me the UnrealEngine\Engine\Binaries\Win64 folder after he had successfully compiled it from 5.0 source and got this popup when running UnrealEditor.exe on my computer. Thanks for any help!
Same as above, the Engine Version is different on the .uplugin file because well... it is. So you can try to change the version num or remove that line and recompile but your plugin might have errors in it because it may not be compatible with UE5.
FastBuildController is a project plugin of yours correct? @velvet sun
Thanks for the reply. Though that plugin is in Unreal. I'm trying to build from 5.0 source without any modifications or extra plugins. Maybe the build errors are more helpful? The popup message was an earlier attempt to run a built engine from a teammate.
Which branch?
5.0
oh right
Hmm well that branch changes so frequently that might be working after a few more commits, but it also might not. Unfortunately its still a grey area.
Ok. Thanks. I might try a build w/o android build support. Do you know how I'd set that in Visual Studio?
You could try making and running a ue5-slim-setup.bat instead of the standard setup.bat for that.
./Setup.bat -exclude=WinRT -exclude=Mac -exclude=MacOS -exclude=MacOSX -exclude=osx -exclude=osx64 -exclude=osx32 -exclude=Android -exclude=IOS -exclude=TVOS -exclude=Linux -exclude=Linux32 -exclude=Linux64 -exclude=linux_x64 -exclude=HTML5 -exclude=PS4 -exclude=XboxOne -exclude=Switch -exclude=Dingo -exclude=Win32 -exclude=GoogleVR -exclude=GoogleTest -exclude=LeapMotion
Awesome. Thanks so much! I'll try it tonight.
??
fatal error C1083: Cannot open include file: โAndroidRuntimeSettings.generated.hโ: No such file or directory
Anyone know fix to this issue?
They fixed the "operator new" compiler issue ๐
https://github.com/EpicGames/UnrealEngine/commit/36b57daabe235df67da29b31939a8075ac9dbdd3
ahhh, grabbing the latest pull now
Sorry that was not a reply to your question, but something else that's come up many times on this channel lately ๐
I'm not into mobile development at all, so cant help you much Im afraid.
actually I got that error during engine build. Not into mobile development either xD
correct
@umbral sedge thanks!
Actually, do you mean preview 1? Preview 1 uses 5.0 branch, built on a particular commit there (few days old)
I just want the stuff that is the newest version
I dont want to be using the old EA version
UE main has the latest bleeding edge stuff (5.1, 5.2, etc)
preview 1 is built on 5.0 branch which will become the 5.0 release
5.0 is more stable and is in lockdown mode (fixes/improvements only, soon to release)
Is there some place where it says the "intended" version of Visual STudio to use for compiling the engine?
moreover, does VS2022 work?
It does
k
Last I heard
well, we about to find out
Anything 2019 and above or use rider
๐
I never tried 22 cuz it takes 16 hours on my device anyways
๐
well, i installed the new server, and installed VS2022 on it... so I am going to try with that first. If no worky, then I will report and try 2019
vs22 works fine here.
don't use main if you plan on migrating your project to 5.0 full release, because it is 5.1 and won't port backwards
is it worth trying to dig through and use the network prediction plugin at this point if it's not sure to be continued?
I'm making a space game and I'd like to avoid having to write my own prediction component if possible, but I've been running into a lot of errors with NP and without much documentation I'm not sure if it's going to be worth the time to read, understand, fix it, etc.
unfortunately I think that's right, but hopefully someone else at epic picks up the slack and continues it since it could easily be one of the best features of ue5
Does anyone know how to compile against PhysX instead of the buggy Chaos ?
I'm not even sure if epic knows how to do it in 5.0 branch
you won't be able to make it work without significant modifications ever since they removed disable lwc option.
Anyone here explored Mass? I can't get to see the cube I want to spawn
To spare some light on what I did:
- Spawner with DT and one trait (just the visualize with a smesh), generator that spawns 3 entities at WO
- Place spawner in map, start pie
- No dependency errors triggered.
- Nothing spawns
Get the debug symbols
is the unreal engine doc public on github somewhere?
No.
API docs are auto-generated from the source code. Other docs aren't published anywhere outside of the docs site.
๐
can't wait for the "accepted" tag
We dont talk about copyright, right, right
lgtm ๐
Can anyone point me to a tutorial on how to setup Turnkey settings for UE5 for Android SDK?
I haven't been able to build UE5 for MacOS on an ARM mac since this commit which seems to change a bunch of stuff related to the .NET build: https://github.com/EpicGames/UnrealEngine/commit/b6fbda72cac
Error: An assembly specified in the application dependencies manifest (GitDependencies.deps.json) was not found: package: 'runtimepack.Microsoft.NETCore.App.Runtime.osx-x64', version: '3.1.9' path: 'SOS_README.md'
Any ideas?
and if I add that file to step around the error I get:
Failed to create CoreCLR, HRESULT: 0x80004005
which makes me think the bundled files for .NET aren't right or something
especially since there seemed to be a related patch for linux https://github.com/EpicGames/UnrealEngine/commit/035ae24bbf747218ec69d57e1c06492a36979e8e
anyone get this error with UE5 on older graphics cards ? ```Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
kernel32
ntdll```
Works fine on UE4,
UE5 finishes the loading splash, this error occurs as soon as the editor goes to actually open up after the splash screen.
have tried updating/rolling back drivers etc same error
player log does not appear to show anything relevant as far as i can tell,
Hello everyone ๐
I tried the preview 1, not so bad but still has bugs
it is possible to download the lastest 5.0 version and overright the current version to make it lunchable via the Luncher ? does someone tried this ?
I mean compiling the source and replace the the one that was installed with the luncher
There are several bugs in Preview that were fixed on latest github versions. Hopefully we can expect a Preview2 to come out? or recompile from the git
hello, i already install android studio and sdk
but the android platform still not show
i run SetUpAndroid.bat successfully
am i missing something
@quaint kindle people share 5.0 binary builds here (similar to launcher version). No need to compile.
Hmmm wonder why. It's not a slackers competitor. Seems like a legit resource.
is there maybe some licensing issue around distributing a binary build not within your org? Idk. I like that server tho cos it tells me which commits compile
umm but this is a legit place. I have shared it twice. The admin of that one drops in once in a while
I don't think we ever striked anyone for that server since it's a legitimately good resource
Or at least I don't remember
odd he is the creator of the server
doubt it since there is no proprietary code, is not being rebranded, etc. Not everyone has the space,knowledge or powerful enough hardware to compile.
odd
but I dont see a point of that one considering the source is available to public
๐คทโโ๏ธ
well as long as they are not selling it no harm done I guess
of course not ๐
they did not update their EA for months and preview would be a month apart at least. What else would people do?
just for safety I'll DM the server link instead now.
My intellisense is not working in VS2022 for the UE5 engine project (Intellisense can't find any of the headers) but it works for my custom project. I'm using the prebuilt 5.0 Preview from the launcher with symbols. Any suggestions on how to fix this?
wait VA has problems?
@lofty idol Thanks, I'll get VA setup on this machine.
does anyone know where to increase the number of cores used by UBT when building?
There is a pinned message on that
I suspect the problem with people distributing their own builds of UE5 is the potential for it to contain something else like spyware or malware. Makes sense that Epic wants us to build our own copies or use their build only.
That being said, I still find the Unreal Binary Builder bot from that discord to be helpful in letting me know which git commit I can merge to and build from knowing ahead of time that it should compile without errors.
I think it's not so required anymore, since 5.0 got into lockdown, I don't expect compile issues from now.
The bot is for ue5-main though
I don't see any point on using ue5-main rather than just testing.
Did the rendering issues with 5.0 branch get fixed yet
That weird aliasing in particular
How did you produce that aliasing ?
I built 5.0 and made a third person template project (with RTX, maybe that's related?) and opened it
Apparently 5.0 preview runs at lower screen percentage by default
Might be related to it
Hmm not sure.. now that I'm looking for it I'm second guessing myself ๐
what would be the git checkout command to get ue5 preview 1?
just google "git checkout tag"
Something is off with the ui in the preview haha ๐
Does Lumen still not support tracing against Vertex Animation Texture / Alembic?
I thought they fixed this for The Matrix demo
do a git fetch before checkout.
Syntax for checkout is
git checkout branch name
Won't the principle be similar to WPO?
not sure about how it actually works, but pretty sure reflections in matrix demo does not have animations.
Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime. Any way I get/generate this file?
This happens when I click the built UnrealEditor.exe
I've built the 5.0.0-preview-1 tag, and now when I build a plugin using command line C:\UnrealEngine\Engine\Build\BatchFiles\Build.bat UnrealEditor Win64 Development -plugin=C:\builds\unreal-plugin\5-0\als-community\ALSV4_CPP.uplugin -TargetPlatforms=Win64 -VS2019 I'm encountering errors I've never had before and honestly don't make sense to me. Error: Native pointer usage in member declaration detected [[[AALSBaseCharacter*]]]. This is disallowed for the target/module, consider TObjectPtr as an alternative.
Seems you need to build under a /plugins/ folder more strictly now, limits CI/CD if that's the case: ref: https://github.com/EpicGames/UnrealEngine/blob/5.0.0-preview-1/Engine/Source/Programs/UnrealHeaderTool/Private/HeaderParser.cpp#L4144-L4152
https://github.com/EpicGames/UnrealEngine/commit/28b68516416c1ab3040ddad17ec8f00d2eb6270b
this -might- improve perf for people getting hitching from FinalizeCDF or other DF streaming hitches
doesn't tarray also have that removeatswap function?
just wondering why the array had to be replaced by a set
๐คทโโ๏ธ not sure
Seems like there are pointers stored
maybe access to this is not linear
in that case TSet will be faster
I just want to clarify this a bit. The engine source is not exactly available to the "public", it's available to everyone who has agreed to our EULA. That also applies to the Unreal Editor. You are not supposed to to redistribute code or the binaries of the engine to people outside your company who have not agreed to the EULA. That's the gist of it.
I always wondered if a github fork of the ue source with a link to get the binary would fulfill the agreement
IANAL etc, etc...
If you could somehow make sure that only EULA users had access to it maybe?
hmmm ok I will stop sharing the server link then
something does need to be done in this field tho. Not everyone has the space and computing power to compile.
I know it doesn't serve everyone's needs but that's what the preview builds and releases are for ๐ค
We're getting close now.
That's why I stopped downloading.
I think 5.0 got more people excited for early access than usual updates and EA did not update as often as github did.
Just an observation
they can't update launcher builds without guaranteeing it's stable enough to push out. The frequency you're suggesting would be a disaster
not to mention it would be impossible to provide support for so many builds
I agree. Just mentioning a problem which exists. If solved you could have way more testers...
I mean weekly or at least one in 2-4 weeks. This is for bigger transitions like 4-5. Not applicable now that we are in preview
read the second half. I meant EA at that frequency.
Hey fab guys any idea on how to fix this kind of problem ๐ https://pastebin.com/PcQFnSd9 // 'TUnrealPlatformMathSSEBase<Base>::RoundToInt': ambiguous call to overloaded function
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
See the overloads and call the correct version of the function
Also check the type of the variable you are sending there as parameter
It's because of the float double stuff ..static FORCEINLINE int32 RoundToInt(float F) So I need to call FMath::RoundToInt(float Y) (it was FMath::RoundToInt(Y) ) ?
or maybe => FMath::RoundToInt32(float (Y))
Thanks!
@swift panther Hi Ari, I build ue5-main almost everyday with results being posted on my discord server. Since I build and package them, would it be possible in some way to distribute the packaged build? I cannot upload to Git due to the size of the Engine.
Anyone know where the SmartObject stuff is housed in the source? I'm looking through the MassAI plugin stuff but can't find it
Hi!
I try to compile my UE5 project but it comes up an error
I have googled it and delete .vs and compile again but it still happen
May I ask how to fix it?
Your project does not reference ".NETFramework,Version=v4.5" framework. Add a reference to ".NETFramework,Version=v4.5" in the "TargetFrameworks" property of your project file and then re-run NuGet restore.
Really Thank you!
Do you mean uninstall .NET 4.5 in my computer?~
you can check if a user is in an org with the github API, so I -guess- if you hosted somewhere you could make people log in with github to verify they are an Epic licensee. Would be a bit of work to set up though
that was my idea behind the fork
but to host it elsewhere with the github login required would be more correct
I have so much crash with world partition on UE5 P1 ? anyone has a stable experience?
The hacky way is to make split 7zip files under your fork's releases.
Hello so my engine has been crashing when i press "Play" and i really dont know what causes it it worked fine few days ago but now everytime i click on "Play" it just instant crashes. Any ideas?
To be more specific.
The error shows a crash on serialization on a version check. What version of UE5 are you using, and is it a project you ported over from an older version?
Its UE5 early access
and you are opening a project you made in 4.27 perhaps?
No. I started on this project in Early Access as well.
Then Im not sure. Any reason you havent upgraded your engine to preview?
I actually really like the preview, tried it a bit but it also crashed at times, but not when i pressed play.
Do you think its an upgrade from early access in form of stability and etc?
oh yes, not even comparable. early access build is a dumpster fire compared to preview ๐
Oh okay, im gonna try that out and see if it works, Thank you ๐
EA build is like 9 months old ๐
Yeah i usually dont have any problems with it execpt this one.
Like i said, haven't really tried out working on something in the preview except looking at the new bridge integration
So i might as well uninstall the early access and start using the preview instead?
absolutely
Got it ๐
it seems velocity with landscape grass is bugged in latest 5.0, anyone else have this issue? (grass looks noisy and shows as solid colors in velocity visualiser)
or know when this issue was introduced, this issue is not present in 5.0 preview 1
@lavish grove That isn't the I can't even go to look at the 3rd person BP or even open it up.
Could it have something connected with this?
https://forums.unrealengine.com/t/lumen-gi-and-reflections-feedback-thread/501108/71
Hereโs a sneak peak at some improvements to Lumen GI on foliage that will be coming in 5.0 release First the before, GKanโs scene from Preview1: With improvements that will be in 5.0 release: Thanks GKan and Yaeko for sharing your foliage scenes. Believe it or not we didnโt have any good ones to test with, and as you know we havenโt ha...
does the blueprint editor have a filder componenr by class search (say search for all Static meshes in hirarchy)? I think it would be really useful esp when your actor gets crowded
Does anybody use Rider for UE?
It works really slow with UE5 (Launcher version, btw). Every launch it processes many files and highlighting start working after 5-10 minutes..
Everithing works super fast with UE4.
Does anyone know what might cause this issue?
I do, not experiencing such an issue. Which version of rider are you using.
2021.3.1
I suggest installing the EAP version as its the only one updated^^
EAP?
I see
how much of a difference in performance?
then why would one switch to it?
22 intellisense is far bearable and rider kinda stalls my laptop
so I guess I'm still stuck on VS... for now
I like rider's Unreal recommendations
If only I had a more powerful device
My current laptop is better on the GPU side
hmmm
doesnt it cost money?
does not seem like it would be for years tho
well so I am gonna call it free lol
/// <summary>
/// Helper methods for testing flags. These methods perform better than the generic HasFlag which hits
/// the GC and stalls.
/// </summary>
Also looks like UHT moved to C#
Should we expect some meta specifier improvements?
Huh, looks like it supports exporting data it parses in multiple formats
there's both CodeGen and Json folders under Exporters - maybe so that external tools can read reflection data without relying on running the engine.
My guess is the intention is that this way you could have something like R#/Rider parse out UHT data without relying on hardcoded stuff in the IDE itself or launching the engine.
My naive thought was about Verse but yeah probably a scripting language does not need any of this
I'd guess that'd all be part of the engine/editor runtime anyway so it wouldn't need that.
This would be for external tools that want to know about reflection stuff without having to launch the engine.
At a glance the rest of the project doesn't look super extensible so custom UHT stuff might be off the table without source code modifications. Maybe one day...
Custom specifiers without having to dig into engine code is still on my wishlist ๐ฆ
At least those modifications would probably be easier with UHT in C#.
Ugly, but I'll respect it
Assuming it's C#, anything it will provide probably will be more convenient and user friendly compared to C++ ๐ But I'm a poor man who only used to terrible C++ methods
Haha, how is that happening
I gotta learn it one day, but I'm afraid of getting used to managed environment
Ue++ is memory managed though
*UObjects only
Tbh I dislike C#, feels like it's trying to hold your hand and hide things to make it "easier" way too much
At least that's what it felt like 5 years ago when I last tried it
I'm more afraid that being able to do things more easily will make me feel complacent
I can imagine myself complaining everytime when I see a difficulty in C++ "hey, doing this in C# easy as f, why it does not exist in C++" already ๐
I tried Python once, and realized a C-like syntax + easy scripting alternative is what I'm looking for instead of a weird language like that (personal opinion). And C# is exactly that ๐
Learning something unrelevant with C++ or learning something more relevant with C++, which one would benefit more?
Based on this example
Maybe something is commonly done in the C# ecosystem that would work fine in C++. But you'd never even remotely know that if you never touched C#.
It can be incredibly useful to know other languages even if you don't work with them regularly.
And knowing what other languages do to cover up C++'s pitfalls (or vice versa) can help you improve your own work.
That's a nice point actually, never thought this way
When building from source, what's the number after 5.0.0-xxxxx? I built from source and mine has a 0, but a friend of mine installed Preview 1 from the launcher and he has 19044958
We both have Preview 1, the rest of the version number is the same (5.0.0-xxxxxx+++UE5+Release-5.0). Will we be able to both open the same project for collaboration properly?
I wasn't able to find 19044958 in the editor source on github. Downloading from the launcher is not an option for as I am on linux
likely the changelist number that the build was made from
you're not building from perforce so you don't have a changelist number. Ideally you should both be using the exact same version of the engine, though.
Whether you'll have problems depends on what commit you built from compared to the launcher version.
Ok. I used the tag from github that was marked Ue5 Preview 1 so I think I will be ok
I got my buddy to send me a test project through Github - my editor opened it but changed the EngineAssociation from 5.0 to {D64B67B7-F402-410D-9A5F-B6C7951560AF}
(in the uproject file)
Do I have the wrong version? This is the git tag I pulled to compile from: https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0-preview-1
yeesh, couldn't get it working. Ended up using Lutris to grab the launcher version of the preview, which I'm running through Wine now. It's just as smooth as a native build so no harm there other than an extra step to launch it when I'm about to start working
This happens when you point your project at a specific custom-built version of the engine. If you are using a custom engine, its best to keep the engine with the project (in folder Engine/ under the project) and leave the EngineAssociation field empty.
guys while fetching updates to source code, how do i update required binary files too?
run setup.bat again @sweet wyvern
do i have to run generateprojectfiles again too?
uuuuh
I don't believe it's required
but I'm not 100% sure on that so you may as well if you are okay with rebuilding/rescanning
thanks @static copper
setup.bat should be something you do if it's more than a few minor commits
which is going to mean every time because ocd lol
but it will rarely see anything new
fetching (in git terms) shouldn't effect binaries.
if you do checkout a newer commit gitdependencies should run and download anything that's required
generateprojectfiles is only needed if you want to compile the entire ue5 using the ue5.sln
does it ever? I run can setup.bat after fetching it finds discrepancies for me every month
yeah, to be specific we usually compile from a game project to not compile the entire engine for no reason
it did for me for the past 5 months every week
maybe gitextensions is betraying me here...
I'm just cloning
if you do a clone then that might be it, I just did a shallow clone once and periodically (1-2 weeks~) pulled new commits.
hi all, how do i add the ue5 engine to be available for a project?
fix for c++20?
cool ๐
lets see if they fixed float/doable UPROPERTies being exposed on spawn or if I need to keep my fix ๐
hehe
what lib do you use or did you write them your self?
This sounds interesting
Remove the UEnhancedInputEngineSubsystem. This will be replaced in favor of a "World" subsystem after the player input has been separated from the player controller. This was never useable and was not a blueprint type.
(the part about separating input from player controller)
That really is an interesting comment ๐ค
did they remove the unrealobjectptrtool from preview 1? migration guide says to use it, but i can't find it anywhere in the source
I'm on the 5.0 branch a few changelists after the Preview 1 build
thanks!
I must admit that the Preview 2 is a way more stable now.
and it seem that it open my 4.27.2 project prefectly now
๐
i've got a test project from a source build about a week before preview 1 - which wouldn't open in preview 1 - do you lot think preview 2 will let me open that test project/
could be, preview 2 is definitely after preview 1
figure out where you built your project, then look at where the tag for preview 2 is. looks like its in the middle of march 1st
awesome stuff, i'll give that go - i did try editing a version number in the project file, but it broke world comp and failed to let me load any maps.
interesting, still saying "likely made in a newer version"
well do you know when you build your engine?
if you used Main then its set to 5.1 internally and 5.0 wont open it
yeah that, I assumed you did it on 5.0 lol
yeah, no - i was stupid - believe i did main
then you are a tad bit boned. binary builds wont be able to open that project until 5.1. you will either have to stick to source builds, or figure out a magic way to force unreal to open those maps. or just cut your losses
hope it wasnt anything important ๐
Try to open it in main and migrate. Could work. Could not. If not and if itโs not to much open both projects and copy paste the content of the level/assets etc. (been there)
Or do a hack in the engine where it checkes if ok to load and bypass. You might run into some broken things but depending what you have it might be not to horrible. Donโt forget to save all assets then.
Probabaly to easier manage lifetimes
perhaps some strange usecase where localplayers don't cut it?
I all , I'm trying to migrate the ValleyOfTheAncient source code into ue5 prev2. I fixed some errors but now I'm stuck , could somebodies help me here ? ๐
InstanceLevelCollisionBPLibrary.cpp(8): [C1083] Cannot open include file: 'DynamicMesh3.h': No such file or directory.
but **DynamicMesh **Plugin is already included in PrivateDependencyModuleNames.AddRange(..)
then I don't understand why is not finding the relative class ๐ฆ
Yep, works fine. It's my standard setup for engine dev now
cool, thanks, everytime it reboots it asks me to go through that request. ๐ฆ
ryder best option ever. Imagine is able to detect even the BlueprintNativeEvent overridden in eu and put you the shortcut in the code to easily go there
I have Epic Games Launcher does not give the option to download Unreal Engine 5. Only UE 4.26 and 4.27
How to cure it, please tell me. I need UE5 to work with Metahomen
Good to hear people on Epic also using Rider ๐
The church of Rider is welcoming to all ๐
more chaos commits in 4.27 ๐ค
Makes me wonder how will chaos be in 5.0 launch? And please don't say chaotic ๐
i always get an error when i call FAutomationEditorCommonUtils::CreateNewMap(); in tests
Error: EditCondition attempted to use an invalid operand "WorldPartition".
is this already known?
Epic devs be like..
Nah, Chaos is still not in a state I would call production ready
I wish they allowed UDN for preview versions earlier, there are lot to ask about their future plans 
So when you disable Chaos, UE is literally an engine without physics features lol
Like any other game engine with a disabled physics engine?
wait what?
is it normal to have a fresh UE5 build to occupy ~230GB ?
yes
It's normal my noob brain is not aware how other engines designed ๐
I assumed most of the engines also included their physics engine directly into source code without modularizing it with plugins
Most engines do not modularize physics at all.
Being able to swap physics engines, even with a compile flag, is beyond uncommon.
Integrating a second engine with a new interface while ignoring the original is one thing, but this is integrating disparate engines under the same interface.
I meant if you remove a physics engine from any engine it's an engine without any physics features
But now I get what you meant @simple lynx
but why? This approach seems like it would make it much easier to replace a physics engine without any major issues.
Because it's almost never necessary.
Physics engines are insanely complex and there are very few that are ever considered for big projects - generally just physx and havok in AAA and occasionally bullet (with exceptions for in-house engines like chaos, but those are also incredibly uncommon).
the actual weird part is that Chaos almost exists as a second class citizen like Physx despite it being a first party solution
to make it easier to switch over between them
(as of a few days ago I guess)
It feels like chaos was built to fit the existing physics interface with a few exceptions (mostly optional bits like cloth/hair/destruction/etc)
Which does limit it a bit... But my impression is that the existing way you interact with basic physics is fine so there's not much of a reason to change it.
And the truly new stuff is separated out anyway.
I guess it's just a "why make this more complicated" perspective
on the user side nothing changes I guess
users being schlubs like me who have no business trying to hoist out physics internals
Talking about PhysX removal.. How did they manage property redirects?
Or will we lose saved property data?
uuh
I mean, the switchover to chaos already worked before
It should be fine unless you are using some very specific physx features
It's probably not for much longer
it's the same shit as conversion from float > double
it cloud be done without template everything
but it would probabaly made it even harder
and btw. big internal engines
also use propertiary in house physics systems (;
it's the same as audio
I mean only small/medium in house engines are using wwise or fmod
oh yeah, there's nothing wrong with using a 3rd party solution
havok has been around for a bit lol
Ok
I've been using havok
and I don't understand why it is so glorified
this shit breaks after 2km
from origin
either way AAA engines rarerly use middelware for things like audio or physics
Which one? The one that you had to pay a subscription for (and get subpar integration) or the one that has trouble stacking 3 boxes and only works in DOTS with a year old Unity version?
Because it is faster than physx and has better debugging tools.
It is by far the fastest physics engine that you can license.
And has been used in plenty of AAA titles, even with UE4.
I updated to UE 5.0 Preview 2, and am getting compile errors in GeneratedCodeHelpers.h. It looks like UKismetMathLibrary::GenericDivide_FloatFloat() is missing. Has anyone else run into this?
GeneratedCodeHelpers.h isn't a common include, but I use it for TArrayCaster<>.
Whats the easiest way to find changes of UE5s hlsl code? I updated from UE5EA to UE5Preview and now some of my custom shaders are not working anymore. So I would like to see what changed so I can hopefully change my code according to their changes
They don't. The "user"-facing APIs haven't changed whatsoever, just the backend.
Physics actors and components are almost exactly the same, so there's nothing to redirect - they aren't even new classes. The way the engine goes between the game world and the physics world has changed, but that's an implementation detail you don't need to worry about. This is why I said "it feels like chaos was built to fit the existing physics interface" - they were very intentional in not breaking the way you interact with the physics engine.
The only areas this should be an issue is with entirely new or disparate systems such as destruction, hair, etc where everything has been reworked.
And vehicles. Has anyone made a migration script for PhysX vehicles to Chaos? If not, I might make one myself (I'll gladly take pointers as to where to start).
I see, its like renderer api then. Like mesh drawing pipeline can change but static meshes don't break. Thanks for explaining
backface collision is gone too apparently
I really hope chaos gets stable the as it has cloth physics support for mobile which our team is waiting for using in quest 2
Chaos is already pretty stable though on 5.0 branch
is it feasible for Unreal to have a scriptable rendering pipeline like Unity anytime in the future? One of the only things I liked about Unity as it gives full control over what is rendered and how it is rendered.
well 5.0 is not entirely stable yet so waiting it out.
"At some point in the future"? Sure. Without a major refactor of the current rendering architecture? lol no.
You can technically do whatever you want if you dig into the graphics code, but there isn't going to be anything as easy as what unity does anytime in the near future.
I won't be surprised if they eventually show off some experiments trending in that direction but I wouldn't count on anything.
What kind of issues you're having with it? The most problematic part was ragdoll simulation but it's now better than PhysX I can say. Physics bodies got new settings to improve simulation, like shock propagation etc.
not issues it's just that we do not get much time on research in our projects and there are some visual side demands from the boss and I dont want to put anything which has a experimental mark on it and get yelled on if it goes wrong. Scouting 5 for any potential VR benifits for now. We do training sims so we dont need that fancy stuff. Cloth would be nice to have which is why I was eyeing chaos.
Not gonna happen
Some things are pluggable
like global illumination solver
but i bet it's going to be case by case
If you're going to ever use Unreal 5, you'll have to use Chaos for physics anyways @opaque phoenix
Yeah I noticed
Just running checks to see what works and all so I can get the team to upgrade eventually.
It is possible tho right? Not restricted cuz of C# vs C++. Cuz the problem I see is that rendering can become so situational and so many features are not provided at all like to be able to render someting on a separate layer (fps weapons) and places where you may want some deferred rendering features in forward, etc. I see a big win if this is possible as it would mean no need to touch engine source for this.
And Epic did refactor a huge chunk in 5 anyways so why not?
Hey ๐ Is there some nifty setting I need to set in order to prevent the engine from rebuilding, if I for example squash two of my head commits or just create another branch?
Honestly, as SRP gets more and more battle tested, it is getting closer and closer to Unreal usability wise.
If you make your own SRP or fork URP or HDRP you are in the same boat as anyone doing renderer modifications in Unreal.
Unreal has upfront complexity but its interfaces is a bit more resilient, meanwhile in SRP world you will get breaking changes with no rhyme or reason even in point releases.
Hm while thinking about this, I have the feeling it could be simply related to the fact that the squashed commits contain a change in actor.h ๐ค and even if the squash didn't change anything on the code it self, the Git status might see this different and thus the engine somewhat rebuilds hmmm
Is there somewhere to track the last known good build for UE5-main?
check ur dm
Just saw this. Sounds like a great idea Could you ping me if you end up finding or making one?
I have a question can I roll back from 5.1 to 5.0? Or will I loose my stuff? :o
the engine will refuse to load any assets saved with 5.1. You can attempt hacking a source build to ignore that check, but worst-case it'll result in lost data.
I've read something and it might be possible if I import the assets one by and fix potential errors based on that
yes, if you rewrite asset types to convert newer structures to older ones you could theoretically do so. For any major changes that would be incredibly tedious at best.
there's a reason most people shouldn't have been touching ue5-main.
Literally anything is possible, but again it would require a major refactor of the engine's rendering architecture. There is no indication that this is something coming anytime in the near future, or even in long term plans.
And no, epic did not do a major refactor on the scale of what would be required to make the whole pipeline scriptable.
I think there was a tweet of a Epic staff in 2017 saying they were going in the direction of a scriptable renderer? But yeah, it's probably in a case by case basis like Iniside mentioned the GI plugin support.
I mean, it's been 5 years since then and the renderer certainly hasn't gone in that direction. Maybe they tried some experiments but it didn't really make it into a release.
not scriptable renderer but implementing a render graph, which they've done already.
Ye, if it was referring to the render graph that's another story.
The render graph isn't related to making things scriptable in a unity-style SRP way though.
The engine should provide access to all the lighting passes in the material editor though. It would cover a lot of cases from folks that ask for a scriptable pipeline.
There's a plugin in marketplace that does that. So it's definitely possible.
@eager hedge I'm copying my way to 5.0 now I'm literally tired of 5.1 crashing for every little thing <-<
I found out that UE5.0 P2 Crash a lot if you use multi windows tab
look like a memory problem
if I use only one windows at time it don't crash
what plugin is this?
I use it and it's pretty great, unfortunately it only works in forward for now, the creator is working on deferred support though
Has UnrealPak been removed from Mac builds? Usually building in Xcode builds it by default but not with UE5
so it is per material? Forward is cool too tho esp for VR
I thought about it a bit more, because I already planed on doing it a few weeks ago and gave up not long after. The main issue that I recall is that Chaos requires a new animation blueprint, and I don't think you can edit/create an ABP from code. So that pretty much killed any motivation I had.
I might have a crack at it in a few weeks. I will have quite a few vehicles to convert. Even if it only manages to do 90% of the conversion, might be worth it
I'll ping you if I come up with a solution
Hey ๐ I'm getting a crash in my UObject::IsDataValid(TArray<FText>& ValidationErrors) Implemented by an ActorComponent where the Owner is null ptr.
Does anyone know if this is the new expected behavior for this?
hm while validating a BlueprintActor it doesn't have any components, that doesn't look correct
hmm for some reason the validation does only run on some CDO and on the component templates but not on the actual actor oO
He I'd like to get into Unreal and I'm moving around a lot. Can you recommend a way for me to browse and study functions on the go?
wrong channel but you could do yt tutorials depending on what you wanna study.
(seriously, just learning the blueprint gameplay api is probably the most effecient thing)
watch learn.unrealengine.com stuff, watch presentations from Epic and others
you wish is my google sir
On this episode of Inside Unreal, our Technical Artist and UK Evangelist Arran Langmead will explore the procedural mesh component and how it can be used to build art tools in the engine. He'll demonstrate an example of this with a stylized tree generator that uses a mixture of splines and random mesh generation to create foliage elements. These...
any time m'lord
I will find a way
honestly, a decent gaming laptop could do BP stuff if you have one of those
I just wish I could look at the unrel source code without having to set everything up
the easiest way to do that would be the github source online
I just want to create documentation for all the plugins so I can code exactly what I want
Oh?
but obviously downloading it and opening it in an IDE will be the nicest experience
Well Google told me that I have to install unreal and visual studio
Oooh
I think your time would be better spent reading a tom looman example project https://github.com/tomlooman
instead of the entire engine
Okay I will try that in a bit. I have a laptop with visual studio I could use
the source is HUGE though
it's almost 300gb compiled
downloading a launcher version + the source code to read (from the engine options in the launcher) is much smaller
just to be clear here
Oooh okay
where the commits, epic games chilling?
I think they are finishing up as we are getting close to release
gud, please fix physics and low fps and im happy
pretty sure a lot if it is already fixed but not live.
Is there a way to exclude a specific file from the Unity builds? Perhaps in the *.cs files? We have one problem-child file that's blowing up one of the module compilations (all the rest are reasonable / about 1-2 minutes each).
(Without sticking it in a different plugin / module.)
Our project is in P4, but our engine is in Git, and it seems to want to check Git for the status of the file instead of P4.
I'll keep trying, though ๐
Yeah, checking them out in P4 didn't affect their inclusion in the Unity build, unfortunately.
0>Using 'git status' to determine working set for adaptive non-unity build (D:\Git\UnrealEngine).
how good is vulkan with lumen and nanite?
Ok this is interesting, new WebAPI plugin. At a quick glance seems to be a complete plugin to interacting with web services and even has OAuth auth
https://github.com/EpicGames/UnrealEngine/commit/b14533c5bdfb9b85bfd23fefe6afe24ab3c585d4
since the P2, I have crashes on build that are related to chaos
Anyone has that?
<ErrorMessage>Ensure condition failed: !FMath::IsNearlyZero(ConstraintSettings[ConstraintIndex].LinearPlasticityInitialDistanceSquared) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Chaos\Private\Chaos\PBDJointConstraints.cpp] [Line: 949]
Find the constraint and change the settings?
Looks like a ragdoll
Physics asset busted?
idk, it's happening always on the game packaged
and time to time on the game running in the editor
debug the busted asset if you can catch the name in the debugger stack
when it's packaged, it crash the game... in editor, I juste have an "error"
idk
it wasn't happening in EA/P1
I'm not such an expert with debuging UE
I used to do that with Unity, but never got the occasion on doing that with Unreal... I guess it's too stable engine wise compared to Unity
it's clearly something to do with an animation moving a physics asset
this is the line that cause a crash
in here, try to walk down the callstack and see the name of the object that is the current subject of this physics operation
yeah, what I don't get it's why it's not happening 100% of the time
edge case
yeah the issue it's that I has nothing to do with my own c++... ๐ฆ
and because in editor it's not happening 100% of the time
it's hard to progressively disable stuffs to see what's causing it
that's not what I meant
the callstack should have which object is calling this function further down
last time I had to do this it was a metahuman's eyebrow
no I don't see it
this is what I have in build too
and the stack comes from a lambda function
@paper hound everyone with a decent number of simulating objects is getting that check in P2
well that one and another one with bad array indexs
was it reported?
unknown, there are a lot of chaos related issues in general
reported a few of them, not that one
Hi, we are using an installed build, what needs to be done in our project to enable C++ 17? I guess switching the CppStandard in the build.cs isn't enough? Do we need to compile the Engine differently?
if you use UE5 C++17 is the default now
Also with non epic versions? I have read somewhere that it depends on whether you are using Epics Unreal Engine via the Epic Games Launcher or a custom compiled one
Well you can't switch the c++ standard if you don't use the source build as you also need to update the engines C++ standard
so either UE5 was built with c++17 and its the default, otherwise you need to compile the engine with c++17 as well
hello, anyone knows meaning? soon dx11 wont support Lumen at all or it is something else? thanks
Yeah i just over-asked just in case
I just hope DX12 will be same stable as DX11 was
yes i agree 100% that legacy should die, less maintenance and devs can focus more on DX12 and Vulkan too
dx11 is pretty dead for future of Unreal at this point. Majority of development goes towards dx12.
Good riddance, just this far often old dx11 was more stable than DX12, but still good riddance so devs can focus on DX12 stability and Vulkan too.
dx12 is almost 7 years old already, time to move on from 11! ๐
I hope other legacy code mess will be removed too so devs have a clear slate for focusing important things ๐
wait I see a requirement for sm6 as well which I have heard is kinda volatile at the moment
Hmm this is interesting, it states SM 6.6? 10xx Nv cards are 6.4, that could explain the crash that 2 of my team members are having
Projects that cannot use Nanite and use relatively low-poly surfaces, how can we get "bumpy" detail based on materials, without displacement? The "World Position Offset"-node in materials only work if the mesh is high-poly. Is it actually impossible?
Parallax occlusion mapping might work for you?
Do you actually need it do extrude from the mesh? If you just want it to look bumpy, surely a normal map can do that?
Depends on the total height of the details. Normal maps aren't great for larger variations in height
Never heard of, will look into ๐
True, but it's an option!
Yeah I need it. I'm generating procedural terrain in runtime. Saving A LOT of processing by rendering it "low res", e.g a face per meter, but the texture has beautiful pebbles on centimeter-scale. Sure, the normal makes it look bumpy, but that's if I'm just viewing it from top-down forever. As soon as you pan the camera around, it's very noticeable that it's completely flat.
Checkout the materials for the brushify packs. They use POM for some finer detail like that. POM has its limits, but it can be very useful
These techniques can be applied to all Brushify Landscapes. In this episode of Brushify Bootcamp, I show how to use Brushify's built in Parallax Occlusion mapping to add a Shader based displacement effect to your landscape. This technique presents a cheaper alternative to Hardware tessellation or Virtual Heightfields (which will be presented in ...
I am stuck with a 1060TI ๐
yeah they really cannot exclude the Maxwell cards from Nanite and VSM, that would be.. rough
but why make that move? Is this like the Win11 nonsense again?
Maybe they are setting a baseline for ue5 for future work?
I hoep there is a catch cuz if this is true they might shatter hope of countless
Painful as it may be, making that jump at a major version is easier
Yeah I wonder what the fallback is like. I've never tested it
Just not a good time with a chip shortage ๐ฅ
Very true
And we have to deal with customs and exchange rate as well.
Thank you!
why not ? These are 8 years old. They are.. ancient
if they hold nanite and VSM back for some reason
I don't see reason no to cut that off
and fully suupport ie mesh shaders
The 10## series are Pascal not Maxwell no?
I have a 900 series which is 2014, but 10 series is 2016, that's not that old.
But y'know, next gen and all that.
still i don't think supporting them when consoles support sm 6.0 will bring us anywhere
even steam deck support sm 6.0 -;-
The current GPU market being what it is - restricting support to 20+ series is significantly cutting into your target audience on PC
The 3000 series cards are 2 years old already and you still can't get ahold of them even
Unreal Engine just target more high end, end of specturm
I don't disagree, but it's still a bold move
How times change. When the 10 series released an 8 year old card was definitely considered ancient
Do you even know what the market is right now? Not that many people have RTX cards and above, it shrinks the market share of your game a LOT to exclude these.
True! My bad ๐
The most successful PC games are the one that cater to a very wide range of supported hardware
I don't say no to that
but I do really think that Unreal is just targeting the higher end of spectrum
either way we will see how it goes
because
fortnite
I know we need to draw the line somewhere, but the 10xx series is still very popular out there. And getting upgrades from that is still hard today because of limited availability and proces for 20xx and above cards
will be on 5.1
something like 21-22% of all Steam users are on 10xx cards
But lets not panic prematurely ๐ no official word on this, just the mention in that checkin linked above. the SM 6.6 atomics might be for a specific feature set, not a hard req for Nanite/VSM?
dx12 still feels like it isn't a thing yet
It's been so long
Not for ue, but for games in general
precisely. Look at Doom Eternal. The game runs on 1060 at 60 fps with a lot of settings on ultra like butter,. runs fairly well on the switch AND steam deck.
Same story for Rainbow 6 and Apex. I pity the studios which have their games in production in ue5.
idTech are straight wizards with their engine.
Epic is going to need a good answer for this, since UE4 is essentially discontinued at this point. But I guess you can use UE5 without Nanite/VSM on older cards
hope not this could cause a riot
but nanite does work on 10 series without issues ๐
It'd be a really weird move, that's for sure.
true
My old 1070GTX handled the Valley of the Ancients project quite well at 900p (TSR'd to 1080p) @ 30fps
Not as nice as the 30xx series run it, but it was still a surprisingly good experience. With Nanite being 10-25% faster than it was in EA, it's a weird move.
Maybe the 5.1-5.2 programmable rasterizer needs SM6.6 ?
and they want to have it covered
TSR tanks my fps even on a simple scene from the github build so that is weird
programmable rasterizer?
@opaque phoenix There have been a few commits concerning it in the ue5-main branch.
Apparently they started working on WPO for Nanite.
yeah its possible the new programmable rasterizer needs that, but afaik that is only a 5.1 feature? This commit is to 5.0 branch
10xx is SM 6.4
GTX 1xxx series supports SM 6.6 though @limpid light
Maybe there is some misunderstanding somewhere, as to what cards support sm 6.6 etc.
I was starting to wonder about that, but a quick google search listed it as 6.4?
The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
HLSL is analogous to the GLSL shading language us...
Thanks Doga, that link was very helpful
Whatever they are currently paying you at your current studio Doga, you deserve more ๐
๐
I suspect these FProperty getters and setters (https://github.com/EpicGames/UnrealEngine/commit/cff01aa9fab3acb9dab98190635d7653eacf3ad2) could be related to these recent changes which look like they want to introduce nice event based property binding for UI
Main issue with 1000 series are, lack of enough memory. The memory requirement with lumen + nanite is huge
ahh cloud be true
i also saw some commits
at least on p4
related to MVVM framework for UMG
afaik, even 3050 ti can't run well nanite & lumen because of low amount of memory integrated.
that would be really cool, was hoping to have something like that and I had event based UI binding on my plugin backlog
yeah i cloud get rid off my crude ViewModel classes ;-;
The 1070/1080 came with 8GB
I think the 1060 came with 6GB
Not that far off from the 3000 cards
my 3.5gb 970
(I replaced it though)
still waiting to see how Nanite does on lower end maxwell cards
should find somebody and make them download the preview
ti is 6 gb yes
Also about SM 6.4 thing, if windows version or nvidia driver is 1-2 year old, the card will default to SM 6.4 (or 6.5 depending how old your OS & driver)
So, if you're planning to go production with SM 6.6, beware lots of players won't be able to launch the game if they have old version of Windows 10
That's a very good point.
Those stuff are real pain. I mean, if you want to use new features, majority of your players will be forced to upgrade their Windows.
SM changes being tied to Windows have always been big pain points for end users
It's only gotten more complicated due to the confusing naming scheme.
Also a bad thing, it's not possible to fallback from SM 6.6 to 6.5, 6.4 etc if not available. You can only fallback to SM 5 in that case.
At least that's how it works in ue5-main repo atm.
It's probably intentional that they have just two major SM versions chilling in the engine at once
instead of like 5 different ones?
Yesterday, they implemented a feature to limit supported SM versions per platform. https://github.com/EpicGames/UnrealEngine/commit/d122308b2d6a44b205d2fad14d718d4725cb77a8
Pretty useful.
Pretty weird that this wasn't already in there.
so I should give up on lumen and nanite on my 1060TI?
oh, speak of the devil
how's nanite doing on your 1060ti?
lumen is a nogo for sure but I'm not certain if Nanite will be that bad
Lumen and TSR tank unless I run on 60% with medium settings where I get 60-80fps.
It is possible to work with it although my scene was not so complex
and with regular UE4 style settings + nanite meshes?
GI on High
Yeah, medium disables like %90 of lumen afaik.
It can be tweaked to work on lower end hardware, but at that point it'd be cheaper and nicer to just use baked lighting.
I won't even bother including it on graphics settings of project for production.
Honestly in most cases, it still makes more sense to use baked even now.
I created the project on 5.0 so that should be ue5? But people did mention fps drop in general in the commits.
but nanite means a little less headache on model optimization. At least for larger objects.
by this I mean turn of lumen, virtual shadow maps, tsr and just try nanite meshes on their own
In regards to the 10xx, I've only ever tried it on the 1070. And it worked nicely.
Can I use lumen reflections with bake?
The most important thing for Nanite is the disk read speed.
I don't think that is supported.
And Lumen reflections without HW ray tracing are not that great
I tried turning off lumen and tsr to test and it ran fairly ok. Been a while and I cannot test until next week (on vacation)
Nanite (without high res meshes, ie using it for gpu scene) works well on 970 cards. I've converted the old elemental demo (partially) to ue5 before preview and still had comparable fps
but nanite is still usable with dx12 and all. Plus I was using assets from stack o bot.
VRAM is only an issue with very high res meshes.
That might get better once we have DirectStorage enabled, then assets can be streamed way more efficiently to the GPU
I would imagine any sufficiently complex last gen scene with lots of occluders will be faster with nanite.
exactly
I don't think asset streaming will be an issue even with high res assets honestly. Matrix demo apparently only reads 10MB/s at max
(exact number might be wrong, but devs did say even a hard disk would work with that demo)
I hope we could get a comment from epic on this.
Well - Fortnite needs to run on potatoes, so I'm sure they'll have a solution.
Proxy meshes?
that is exactly what I was thinking and they are shifting to 5.0 with its bells and whistles
I mean it still does not use features from 5.0 yet
At least, according to ol' Papa Tim
yeah but no lumen nanite yet
Fortnite's been on Chaos for a year already. But they won't be able to switch to nanite until they have the WPO support rock solid.
Fortnite is a very WPO heavy game.
Probably but I doubt they would alienate an huge chunk of their audience like that
well they could pull off some nanite on the terrains right? Like how we kitbash nanite models?
so much for the hype ๐
2 years later and one finds out they can no longer use it
I guess I'll wait and watch how this turns out.
I really haven't been all that hyped about Nanite/Lumen. Way more hyped about the other stuff that they don't talk about 24/7.
It's probably for the best long-term tbh. Though there will definitely be UE5-based games launching within the next 12 months using those features.
Can't imagine fortnite is using Nanite tbh
I just assume they're planning for 2026, lol
pubg gonna have a problem at hand
Maybe not in 5.0, but with WPO changes (coming maybe in 5.1-5.2?) moving Fortnite to GPU scene makes a lot of sense imho.
Fortnite would get so much performance out of gpu scene, both in early and late game!
I hope they do not drop sm5 or whatever needed to be minimum because of incoming metal alloys crisis(war of course) and need for cheaper cards. Perhaps Vulkan could be alternative for future at all? i dont know.
Yeah - that ain't happening. Epic is DX through and through.
DX needs to be supported regardless for Xbox, so using it as the primary target for Windows simplifies things anyway.
Most cards should support sm6.5, but now that epic did switch to sm6.6, not so sure anymore
both nvidia and amd are dragging their feet for sm6.6 support on older systems
According to some changes linked above, Vulkan is capped at sm5?
VulkanMaximumFeatureLevel=SM5
https://github.com/EpicGames/UnrealEngine/commit/d122308b2d6a44b205d2fad14d718d4725cb77a8
Unsurprisingly, vulkan extension support is a mess. Who woulda thunk it? ยฏ_(ใ)_/ยฏ
for gods sake vulkan would be a massive win โน performance wise
Not necessarily. It's not like it is magic.
Emulators use it for upscaling, Doom Eternal runs well on it, Rainbow 6 runs better on it for me at max settings (120 fps)
I mean there is massive potential
precisely. This would have to be a world record of bad timing.
You can just as easily screw up VK to make it run worse. And I really wouldn't compare anyone to idTech's implementation of VK. Wizards with it I tell ya'!
And for R6, people report different results.
perhaps but I am not a graphics programmer to be able to make that conclusion
Vulkan needs to be stable for future sake too as DX is only for Windows, but Vulkan is modern world standard. BTW Red Dead Redemption 2 ran so well on Vulkan for example. I really want t believe one day UE5 runs Vulkan 100% feature parity. Correct me if i am wrong, but Vulkan supports sm 6.6 too?
Looks like HW raytracing broke again on latest
From my experience Vulkan is able to run smoother compared to DX if you have more things to render in a scene
Bring back tessellation, or I'll send my kid to place tiny legos in front of you wherever you go
Probably no one tried Vulkan with a Lumen+Nanite production-ready scene, it performs way much worse than DirectX 12 at the moment
It's like 20fps difference in my scene.
ouch
UE's VK has always been worse then their DX.
What is this 'release engine staging'
If you are referring to the branch, nothing new.. been around for months and is used to merge changes between ue5-main and 5.0 branch, and occasionally other internal branches too. Nothing for us to think about, just ignore it.
If I understand correctly..can I just pull updates from their github instead of redownloading the entire engine and rebuilding the whole thing from scratch?
you will have to rebuild in most cases sadly
It's not a built engine, its just code. If you want to build the engine yourself, get the code from the 5.0 branch.
I know I always build it from scratch everytime but I was wondering if when there are changes I just get the changes and not redownload the entire thing again
Uhhh if you are fetching with a Git client then you only download the changes
i tried and my shit crashed ๐
i guess that's benefit of dumping dx11 for nanite ;
"MedievalGame"
im trying to migrate project to ue5 using ue5 source, any idea how to handle plugins? there are plenty of errors even with one i wrote
It depends on what the errors are ๐ usually they give you an indication of what you need to change. If you are using an engine API that has changed or moved, then you need to change your code to use a new one etc.
Im getting always errors of var conversions or assigments. Really strugging as it doesnt seem like any fault. For example:
"Error C2679 binary '=': no operator found which takes a right-hand operand of type 'const UE::Math::TVector<float>' (or there is no acceptable conversion)
"
But te code is:
FVector = FVector3f
thx for the response btw
FVectors are now double by default
either update your code to use double vectors everywhere (ie not FVector3f) or stop using FVector in favor of FVector3f
if you look up the FVector type, you can see its just an alias now for TVector<double>
and FVector3f = TVector<float>, and there is also a FVector3d
Nice info, i will give it a look at my code and mention it to the source code of the plugins i use ๐
good luck ๐
Has anyone had to deal with invalid WP references on actors and how to clean it up?
Errors like this: Actor Landscape have missing references to 0DFDC5554ED5E0356E71F9ADAE9FC958
maybe "show redirectors" filter in content browser can help you. filters > other filters > show redirectors
or maybe the reference viewer. Rightclick on folder > reference viewer
these are in-level actor references for world partition, not asset refs ๐
Hm. Wanting to take a look at the new niagara fluid sim stuff, but enabling the plugin and restarting doesn't reveal any new content anywhere
It's been a while since I switched VS versions on Unreal, and I remember there was something simple with that I'm forgetting now. I'm trying to switch over to the VS2022 compiler.
Changed the project settings to use 2022 toolset.
Tried running GenerateProjectFiles.bat with -vs2022 (and even -2022) parameters
and a few more things
But in the end I still get this :/
Using Visual Studio 2019 14.29.30133 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
I remember having an issue in the past with some registry setting overriding.
Any easy steps to switching over to the VS2022 toolchain?
I had this same issue last night and literally all I did was update from vs 2019 to the latest build and fixed it. Sorry this comment wasnt more helpful
Yeah my problem seems to be the VS2022 toolchain isn't being detected, even though I have it installed
Found Visual Studio installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.0.32112.339)
Found Visual Studio toolchain: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133 (Family=14.29.30133, FamilyRank=0, Version=14.29.30133, Is64Bit=True, Preview=False, Architecture=x64, Error=False, Redist=C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Redist\MSVC\14.29.30133)```
If anyone comes across this issue, then the issue is a combination of setting UE source editor to Rider and having both VS2019 and 2022 installed.. then the code defaults to looking for 2019 first.
Not if you want something more stable or compatible with launcher versions
#ue5-engine-source message
Hm sounds like they might have not given up on the network prediction yet ๐ค
all things considering
I think
Network Prediction is dead
this is just attempt from different direction
UE5 has been compilng for like 8 hours now I hope it works XD
Vulkan crashes on entering full-screen mode in editor (F11), is that true?
Are you compiling the project or the entire solution?
@marble sedge Uhh. I pressed "build". ๐คท๐ผโโ๏ธ It works though!!
You way want to right click on the UE5 project and build that one alone, there are a plenty of stuff that is not needed in the entire build
Oy, well it's already done. But I'm curious what you mean. I was just following the official instructions.
Oh you mean you right click this?
Guys any update on foliage for nanite from github?
@astral ore i know masked materials work on main with nanite other then that i think it might be a minute till we see more so they can lockdown 5.0 release and when more is happening you will see this place full of foliage haha
Thanks for the info man. Thats great news. I understand barebones wpo is in the works for 5.1?